This is the first of many posts I’ll be writing in order to keep you up to date on the development of all my current game design projects. Unfortunately, I’m about a week late on my first post, but I’ll make up for it down the road somewhere with more updates than usual. The plan is to update this blog at least once a week, but I’ll be updating it more if something significant happens (a big change in the direction of the game, or another kind of large-scale change).
So, on to my current project. The especially observant among you may have noticed some early screenshots – These definitely don’t reflect the final product, but I thought they gave a good sense of the general aesthetic of the game, if nothing else.
The (currently unnamed) game is set to be a very feature-light action/RPG in the style of Diablo or Torchlight. When I say ‘feature-light’, I mean it – I have a 4 week time limit to make this for an assignment, so things like “equippable” gear and several skills definitely won’t make it in. I do plan to have at least a couple of fairly basic abilities as well as a levelling system and a few enemy types, though.
If I have time in my side (I don’t) I’d like to include a basic narrative, as well. Nothing complex – No branching dialogues or mind blowing twist, but I would like to give the player some kind of basic direction and reason to be adventuring. This is currently sitting comfortably at a very low priority.
Players will find themselves in the role of an unnamed knight, who happens to be one of the cheapest models on the asset store (what a guy!). At first I was a little worried about how such a cartoony looking character would look walking around a more toned-down world, but I think it gives this really nice contrast, as well as giving players an easy to recognise silhouette.
Because of my time limit and lack of both modelling skills and a job, the game is comprised of cheap or free assets from Unity’s asset store. This actually creates a bit more work for me, since a lot of them just don’t work together, or at least take a lot of time to fix. As a result, there’re a few weird inconsistencies, especially when it comes to scale. For example, this tiny knight seems to be exploring a city for giants that was attacked by normal sized skeletons. It’s a bit off-putting and I probably won’t have time to fix it before this is due as an assignment, but if I go back to this project afterwards it’s something that I’ll be fixing.
I currently have 3 locations planned, with one of them finished. The three locations are the village, the forest and the cemetery, where the game will end. The village is the one I’ve currently finished, and I’m actually pretty happy with the end result (other than the previously mentioned scale issues). Over the next couple of days, I plan to have finished implementing all the basic features, such as properly working AI, a basic levelling system and fixing any and all other minor issues. I’m actually pretty much there already – so it’s not the loftiest goal in the world – but it is an important one. After that, I’ll move on to creating the rest of the world and placing the remaining necessary assets, before I go to work on things like decoration and narrative, time permitting.
It’s a project I’m excited to be working on, as it’s very different from anything I’ve created before. I’m still a bit unsure of how it’ll end up. I’m confident I can finish the technical end of things within the time frame fairly comfortably, but I’m a bit worried about the ‘polish’ and how the game ‘feels’. The feel of a game is often the difference between a classic like Capcom’s “Devil May Cry”, or a classic more along the lines of “E.T the Extra-Terrestial”. Unfortunately, it’s something that can’t be improved easily and the best results come from extensive play-testing, which is something I don’t have the time to do. I’ll improve it as best I can before the deadline, though.
Well, that’s about it. Now you’re up to speed! I’ll post again some time in the next few days, once all the basics are implemented. I’ll include some more recent screenshots, as well as more detail on the features of the game. I didn’t want to go too much into the features in the first post, especially when it’s all still very much subject to change, but it’s information that will be made public on this blog as development continues.
Thanks a lot for reading, hopefully you’ll stick around and see how this ends up.